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Arcade › Obstacle Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anas Khan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Obstacle Run yet. Play it, then tell Anas Khan what you would add next.
Obstacle Run was built by Anas Khan with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Obstacle Run opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a portrait-oriented mobile-friendly 3D third-person endless-style obstacle course game titled "Obstacle Run". Use a dark navy background/sky with atmospheric fog, soft cool hemisphere fill, and warm directional sunlight. The camera is a perspective follow camera positioned behind and slightly above a small runner, looking forward down a long raised rectangular track; smoothly follow the runner as it advances. The course is a dark blue-gray raised platform about 13.5 units wide and 92 units long, with slightly raised side rails, a darker rounded/cylindrical base underneath, six teal low-poly cone-like hills/scenery pieces off the sides, and a green glowing circular ring around the base area. The player is an automatically running stylized rounded humanoid astronaut/runner. Build it from simple smooth primitives: a bright cyan-blue capsule-like torso and rounded belly with subtle emissive glow, peach spherical head, dark blue visor, yellow capsule arms and legs, and dark navy rounded shoes. Keep an invisible box collider around the character for collision. The runner starts centered near the beginning of the course, at ground level, and continuously moves forward along the z axis at about 6.5 units/second. Allow horizontal steering left/right with A/D or arrow keys, clamped to the track between x=-6.25 and x=6.25, at roughly 7.2 units/second. On mobile, use pointer/touch zones in the bottom portion of the screen: left third steers left, right third steers right, and the center area jumps. Also support Space, W, or Up Arrow for jumping; a jump only starts while grounded, launches upward, and gravity brings the runner back down. Animate the arms and legs swinging in alternating directions while running. Place ten fixed orange-red rectangular barriers on the track, each a solid box with slight dark emissive shading. Use these exact approximate placements and sizes: center at z=10 (width 3.4, height 1.5), left x=-3.2 z=16 (2.0 by 1.7), right x=3.2 z=21 (2.0 by 1.7), center z=28 (2.4 by 2.0), left x=-2.8 z=34 (2.2 by 1.45), right x=2.7 z=39 (2.2 by 1.45), center z=48 (3.8 by 1.55), left x=-3.1 z=55 (2.2 by 1.9), right x=3.0 z=61 (2.2 by 1.9), and center z=68 (3.1 by 1.55). Give barriers about 1.4–1.5 units of depth. The player must jump over or steer around them. Detect collisions using the runner's approximate box; on collision display "Obstacle hit — back to checkpoint", reset the runner to the most recently reached checkpoint, and resume running. Add two bright green overhead checkpoint gates at z=24 and z=50. Each gate has two thin cylindrical posts at x=-5.4 and x=5.4, about 3.2 units tall, joined by a thin horizontal bar. The starting point is checkpoint 0; crossing z=24 changes the HUD to checkpoint 1 and crossing z=50 changes it to checkpoint 2. Add a gold finish gate at z=75 with taller gold posts and a gold top bar, plus a short striped finish pattern across the ground using alternating gold and green strips. Reaching z=75 stops the runner and displays "Course complete!". Include a keyboard R reset that returns to the start and clears progress; the game should otherwise begin running immediately. Overlay a canvas-style HUD over the 3D view. At the top, show a translucent very dark rounded rectangular panel with the bold white title "OBSTACLE RUN" on the left, "Checkpoint 0/2" (updating to 1/2 and 2/2) beneath it in pale blue, a gold percentage on the right showing progress from 0% to 100% based on z/75, and the instruction "A/D or drag zones • Space / center button to jump" in light text. Temporarily show centered status banners such as "Reach the finish line", "Checkpoint 1 reached", "Checkpoint 2 reached", and the obstacle-hit message. At the bottom, provide three large translucent rounded touch buttons: blue left button with a left arrow, blue center button labeled "JUMP", and brown-gold right button with a right arrow. When finished, show a dark centered panel with gold "Tap to run again" text (whether or not the tap action is implemented, preserve this visible UI wording). Use clean rounded sans-serif typography, a restrained navy/cyan/teal/orange/gold color palette, simple low-poly/smooth primitive 3D art, and a portrait mobile presentation.